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DESIGNING AND EVALUATING A CONTEXTUAL MOBILE LEARNING APPLICATION TO SUPPORT SITUATED LEARNING

ABEER ALNUAIM

A thesis submitted in partial fulfilment of the requirements of the University of the West of England, Bristol for the degree of Doctor of Philosophy

Faculty of Environment and Technology, University of the West of England, Bristol

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Abstract

This research emerged from seeking to identify ways of getting Human-Computer Interaction Design students into real world environments, similar to those in which they will eventually be designing, thus maximising their ability to identify opportunities for innovation. In helping students learn how to become proficient and innovative designers and developers, it is crucial that their ‘out of the classroom’ experience of the environments in which their designs will be used, augments and extends in-class learning. The aim of this research is to investigate firstly, a blended learning model for students in higher education using mobile technology for situated learning and, secondly, the process of designing a mobile learning app within this blended learning model. This app was designed, by the author, to support students in a design task and to develop their independent learning and critical thinking skills, as part of their Human-Computer Interaction coursework. The first stage in designing the system was to conduct a comprehensive contextual inquiry to understand specific student and staff needs in the envisaged scenario.

In addition, this research explores the challenges in implementing and deploying such an app in the learning context. A number of evaluations were conducted to assess the design, usability and effectiveness of the app, which we have called sLearn. The results show an improvement in scores and quality of assessed work completed with the support of the sLearn app and a positive response from students regarding its usability and pedagogic utility. The promising results show that the app has helped students in developing critical thinking and independent learning skills. The research also considers

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in a higher education setting. There were issues discovered in regards to the context of use such as usability of interface elements and feeling self-conscious in using the app in a public place.

The model was tested with two other student cohorts: User Experience and Engineering students, to further investigate best practice in deploying mobile learning in higher education and examine the suitability of this learning model for different disciplines. These trials suggest that the model is indeed suitable and, the engineering study in particular has demonstrated that it has the potential to support the learning in-situ of students from non-computing disciplines.

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Table of Contents

1   Chapter  One:  Introduction  ...  13  

1.1   A  contextual  mobile  learning  model  ...  14  

1.1.1   Scope  of  the  study  ...  17  

1.1.2   Aims,  Objectives  and  Research  Questions  ...  18  

1.2   Research  Contributions  ...  19  

1.3   Thesis  Structure  ...  20  

1.4   Publications  ...  21  

2   Chapter  Two:  Mobile  Learning  and  Pedagogy  ...  23  

2.1   Learners  and  Technology  ...  23  

2.2   A  Debate  on  Definition  ...  25  

2.3   Drivers  Behind  Mobile  Learning  ...  28  

2.4   Pedagogical  Aspects  in  Mobile  Learning  ...  30  

2.4.1   Situated  learning  ...  32  

2.4.2   Context-­‐aware  and  location-­‐based  learning  ...  33  

2.4.3   Inquiry-­‐based  learning  and  Problem  based  learning  ...  35  

2.4.4   Collaborative  learning  ...  37  

2.4.5   Lifelong  and  Informal  learning  ...  38  

2.5   HCI  Teaching  ...  40  

2.5.1   Uses  of  technology  in  HCI  teaching  ...  42  

2.6   Critical  Thinking  and  Reflection  ...  43  

2.6.1   Definition  ...  43  

2.6.2   Critical  thinking  skills  ...  44  

2.6.3   Reflection  ...  44  

2.6.4   Assessment  of  critical  thinking  and  reflection  ...  46  

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2.8   Conclusion  ...  48  

3   Chapter  Three:  Designing  Mobile  Learning  ...  50  

3.1   Mobile  Learning  Challenges  ...  50  

3.1.1   Technological  Challenges  ...  51  

3.1.2   Educational  Challenges  ...  51  

3.1.3   Ethical  Challenges  ...  53  

3.1.4   Design  Challenges  ...  54  

3.1.5   Evaluation  Challenges  ...  55  

3.2   Contexts  for  Mobile  Learning  ...  56  

3.2.1   Requirements  frameworks  for  designing  mobile  learning  ...  58  

3.3   Evaluating  Mobile  Applications  ...  64  

3.4   Usability  ...  68  

3.5   Evaluation  and  Usability  Methods  ...  70  

3.5.1   Inspection  Methods  ...  70   3.5.2   Test  Methods  ...  71   3.6   User  Experience  ...  72   3.7   Evaluations  in-­‐Situ  ...  73   3.7.1   Physical  Context  ...  74   3.7.2   Social  Context  ...  74   3.8   Pedagogical  Evaluation  ...  75   3.9   Operational  concepts  ...  76   3.10   Conclusion  ...  77  

4   Chapter  Four:  Development  of  a  contextual  mobile  learning  Model  ...  79  

4.1   Phase  One:  Requirements  and  Contextual  inquiry  ...  83  

4.1.1   Interviews  ...  84  

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4.1.3   Survey  of  Mobile  ownership  ...  89  

4.1.4   Previous  Submitted  Coursework  ...  94  

4.1.5   Focus  Group  ...  97  

4.1.6   Usability  review  of  mobile  applications  ...  97  

4.1.7   Phase  One  Findings  ...  100  

4.2   Phase  Two:  Theoretical  Framework  Development  ...  101  

4.3   Conclusion  ...  105  

5   Chapter  Five:  The  Design  and  Evaluation  of  a  contextual  situated  mobile   learning  app  (sLearn)  ...  107  

5.1   Defining  Requirements  ...  108  

5.1.1   Scenario  of  use  of  the  app  ...  109  

5.1.2   Functional  and  Non-­‐Functional  Requirements  ...  111  

5.1.3   System  Architecture  ...  113  

5.2   Prototype  Design  and  Evaluation  Iterations  ...  114  

5.2.1   Stage  One  ...  115  

5.2.2   Stage  Two  ...  121  

5.3   Conclusion  ...  132  

6   Chapter  Six:  Testing  the  contextual  mobile  learning  model  ...  133  

6.1   Deployment  One:  HCI  Students  ...  135  

6.1.1   Assignment  specification  ...  135  

6.1.2   Evaluation  Design  ...  138  

6.1.3   Participant  and  deployment  details  ...  141  

6.2   In-­‐Context  Evaluation  ...  143  

6.2.1   Participants  and  Evaluation  Design  ...  144  

6.3   Deployment  Two:  User  Experience  (UX)  Students  ...  146  

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6.4   Deployment  Three:Engineering  Students  ...  150  

6.4.1   Contextual  Inquriy  ...  151  

6.4.2   Customising  sLearn’s  content  ...  152  

6.4.3   Deploying  sLearn  in  the  Engineering  Context  ...  153  

6.5   Methods  of  Analysis  ...  155  

6.5.1   Qualitative  data  ...  155  

6.5.2   Quantitative  data  ...  156  

6.5.3   Research  Validity  ...  157  

6.6   Conclusion  ...  159  

7   Chapter  Seven:  Results  and  Analysis  ...  160  

7.1   Deployment  One:  HCI  Results  ...  160  

7.1.1   In-­‐class  group  presentations  –  Assessing  learners’  analysis  and  critical   thinking  skills  ...  160  

7.1.2   In-­‐depth  content  analysis  of  students’  work  ...  174  

7.1.3   Questionnaire  –  Assessing  Interface  and  Pedagogic  Usability  ...  177  

7.1.4   Discussion  ...  181   7.2   In-­‐Context  Evaluation  ...  184   7.2.1   Observations  Results  ...  184   7.2.2   Interviews  ...  186   7.2.3   Questionnaire  ...  187   7.2.4   Discussion  ...  188  

7.3   sLearn  Iteration  Six  ...  191  

7.3.1   Redesgin  ...  191  

7.3.2   Clearer  Instructions  ...  192  

7.4   Deployment  Two:  UX  Results  ...  193  

7.4.1   Observations  of  usage  ...  194  

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7.4.3   Submitted  Coursework  ...  198  

7.4.4   Discussion  ...  200  

7.4.5   Comparison  between  HCI  and  UX  deployments  ...  201  

7.4.6   Reliability  of  questionnaires  ...  203  

7.4.7   Level  of  Andriod  expertise  ...  204  

7.5   Deployment  Three:  Engineering  Results  ...  206  

7.5.1   Deployment  Results  ...  206  

7.5.2   Discussion  ...  208  

7.6   Discussion  of  all  evaluations  conducted  ...  209  

7.6.1   Design  and  GUI  ...  210  

7.6.2   Usability,  User  Experience  and  Students’  Perspective  ...  211  

7.6.3   Blended  Learning  Model  ...  213  

7.7   Guidelines  for  implementing  a  mobile  application  for  situated  learning   activities  in  HE  ...  218  

7.8   Conclusion  ...  220  

8   Chapter  Eight:  Conclusions  and  Future  Work  ...  223  

8.1   Evaluation  of  research  ...  223  

8.1.1   Objective  1  ...  223   8.1.2   Objective  2  ...  224   8.1.3   Objective  3:  ...  226   8.1.4   Objective  4:  ...  227   8.2   Research  Contributions  ...  228   8.3   Limitations  ...  230   8.4   Future  Work  ...  231   9   References  ...  233  

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List of Figures

FIGURE  1  BLENDED  LEARNING  MODEL   15   FIGURE  2  INTERDISCIPLINARY  SCOPE  OF  THIS  RESEARCH   17   FIGURE  3  INPUT/OUTPUT  MODEL  OF  REFLECTION  (SOURCE:  MOON,  2001,  P.5)   46   FIGURE  4  THE  CONTEXT  OF  MOBILE  INTERACTION  (SOURCE:  SAVIO  AND  BRAITERMAN,  2007,  

P.2)   57  

FIGURE  5  A  FRAMEWORK  FOR  M-­‐LEARNING  DESIGN  REQUIREMENTS  (SOURCE:  RYU  AND  

PARSONS,  2008,  P.12)   60  

FIGURE  6  DESIGN  FRAMEWORK  FOR  MOBILE  LEARNING  (SOURCE:LIU  ET  AL.,  2008,  P.185)   62   FIGURE  7  THREE  LEVEL  EVALUATION  FRAMEWORK  (SOURCE:  VAVOULA  AND  SHARPLES,  

2009)   67  

FIGURE  8  ITERATIVE  DEVELOPMENT  PROCESS   80   FIGURE  9  DETAILED  ACTIVITIES  WITHIN  THE  ITERATIVE  DEVELOPMENT  PROCESS   81   FIGURE  10  DEVELOPMENT  TIMELINE  SHOWING  THE  DIFFERENT  ACTIVITIES  THAT  INVOLVED  

THE  STAKEHOLDERS   82  

FIGURE  11  REQUIREMENTS  AND  CONTEXTUAL  INQUIRY  MIXED  METHODS   83  

FIGURE  12  DAILY  WEB  SURFING   92  

FIGURE  13  PERCENTAGES  OF  THE  OCCURRENCES  OF  ISSUES   97   FIGURE  14  SLEARN'S  ACTIVITY  DESIGN  FRAMEWORK   103   FIGURE15:HIERARCHICAL  TASK  DIAGRAM  FOR  USING  THE  APP   110  

FIGURE  16:  SLEARN’S  FLOWCHART   111  

FIGURE  17  SYSTEM  ARCHITECTURE   114  

FIGURE  18:  ITERATION  ONE   116  

FIGURE  19:  ITERATION  TWO   117  

FIGURE  20  ITERATION  THREE   119  

FIGURE  21  STAGE  ONE  ITERATIONS  STAGE  TWO   120   FIGURE  22:  LOCATION’S  SCREEN  OF  ITERATION  FOUR   126  

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FIGURE  24  STAGE  TWO  ITERATIONS   131  

FIGURE  25  TESTING  TIMELINE   134  

FIGURE  26  CONTEXTUAL  BLENDED  LEARNING  MODEL  FOR  THE  HCI  MODULE   138   FIGURE  27  HCI’S  DEPLOYMENT  METHODOLOGY   142   FIGURE  28  HCI’S  EVALUATION  METHODS   143   FIGURE  29  DUE'S  EVALUATION  METHODS   146   FIGURE  30  CONTEXTUAL  BLENDED  LEARNING  MODEL  FOR  THE  UX  MODULE   148   FIGURE  31  UX’S  EVALUATION  METHODOLOGY   150   FIGURE  32  GROUP  B'S  PACT  PART  1   166   FIGURE  33  GROUP  B'S  PACT  PART  2   167   FIGURE  34  GROUP  B'S  PACT  PART  3   168  

FIGURE  35  GROUP  C'S  PACT   168  

FIGURE  36  GROUP  L'S  PACT   169  

FIGURE  37  GROUP  G'S  PACT   169  

FIGURE  38  GROUP  J'S  PACT   170  

FIGURE  39  GROUP  J'S  PACT  PART  2   170   FIGURE  40  GROUP  A'S  REQUIREMENTS   172   FIGURE  41  GROUP  F'S  REQUIREMENTS   172   FIGURE  42  GROUP  H'S  REQUIREMENTS   173   FIGURE  43  GROUP  M'S  REQUIREMENTS   174   FIGURE  44  GROUP  M'S  REQUIREMENTS  PART  2   174  

FIGURE  45  HCI’S  SUS  SCORES   178  

FIGURE  46  A  STUDENT  OBSERVING  THE  ENTRANCE  AND  THE  FOOD  AREA  OF  THE  CAFETERIA

  186  

FIGURE  47  DUE’S  SUS  SCORES   188  

FIGURE  48  MORE  TEXTBOXES  ADDED  TO  EACH  LOCATION   192   FIGURE  49  CLEARER  INSTRUCTION  ON  WHAT  TO  DO  IN  EACH  LOCATION   193   FIGURE  50  UX  STUDENTS  INTERACTING  WITH  SLEARN   195   FIGURE  51  UX  STUDENTS  INTERACTING  WITH  SLEARN  ON  THEIR  TABLET   196  

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FIGURE  53  ENGINEERING’S  INDIVIDUAL  SUS  SCORES   207   FIGURE  54  CATEGORISING  FINDINGS   210  

List of Tables

TABLE  1  AN  ACTIVITY-­‐BASED  CATEGORISATION  OF  MOBILE  TECHNOLOGIES  AND  LEARNING  

(NAISMITH  ET  AL.,  2004)   31  

TABLE  2  TYPES  OF  FORMAL  AND  INFORMAL  LEARNING  (SO  ET  AL.,  2008)   38   TABLE  3  PEDAGOGICAL  USABILITY  METRICS  ADAPTED  FROM  IVANC  ET  AL.  (2012)   75  

TABLE  4  OPERATING  SYSTEMS   91  

TABLE  5  MEAN  RANKS  FOR  (GENDER)   94   TABLE  6  ISSUES  AND  OCCURRENCES   95   TABLE  7  ANALYSIS  OF  SITUATED  LEARNING  ACTIVITY  USING  SLEARN   104   TABLE  8:  FUNCTIONAL  REQUIREMENTS   112   TABLE  9:  NON-­‐FUNCTIONAL  REQUIREMENTS   113   TABLE  10  HCI’S  EVALUATION  METHODOLOGIES   139   TABLE  11  PEDAGOGIC  USABILITY  QUESTION  RESULTS   141   TABLE  12  IN-­‐CONTEXT  EVALUATION  METHODOLOGIES   145   TABLE  13  EVALUATION  DESIGN  FOR  UX   149   TABLE  14  PEDAGOGICAL  USABILITY  STATEMENTS   149   TABLE  15  EVALUATION  DESIGN  FOR  ENGINEERING   155   TABLE  16  HCI  STUDENTS’  COURSEWORK  ALLOCATED  MARKS-­‐  SLEARN  USED   161   TABLE  17  HCI’S  COURSEWORK  ALLOCATED  MARKS-­‐  SLEARN  NOT  USED   162   TABLE  18  CONTENT  ANALYSIS  OF  STUDENTS'  WORK  (THE  CONTEXT)   175   TABLE  19  CONTENT  ANALYSIS  OF  STUDENTS'  WORK  (THE  PEOPLE  AND  ACTIVITIES)   175   TABLE  20  CONTENT  ANALYSIS  OF  STUDENTS'  WORK  (TECHNOLOGY)   176   TABLE  21  HCI’S  PEDAGOGIC  USABILITY  QUESTION  RESULTS   179   TABLE  22  IN-­‐CONTEXT  OBSERVATION  ISSUES   184   TABLE  23  UX’S  PEDAGOGICAL  USABILITY  RESULTS   197  

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TABLE  24  UX'S  COURSEWORK  ANALYSIS   199   TABLE  25  A  COMPARISON  BETWEEN  HCI  AND  UX   202   TABLE  26  HCI'S  QUESTIONNAIRE  RELIABILITY  TEST   203   TABLE  27  UX  QUESTIONNAIRE  RELIABILITY  TEST   203  

TABLE  28  LEVEL  OF  EXPERTISE   204  

TABLE  29  STUDENTS'  POSITIVE  RESPONSES  PERCENTAGES   205   TABLE  30  ENGINEERING’S  PEDAGOGICAL  USABILITY   207   TABLE  31  GUIDELINES  FOR  DESIGNING  A  MOBILE  APP  FOR  IN-­‐SITU  ACTIVITIES  IN  HE   219  

 

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Acronym List

DUE Designing the User Experience

GPS Global Positioning System

GUI Graphical user interface

HCI Human-Computer Interaction

UCD User-Centred Design

HE Higher Education

HOTS Higher Order Thinking Skills

ID Interaction Design

PACT People, Activities, Context, and Technology Framework

PDA Personal Digital Assistant

SUS System Usability Scale

UI User Interface

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1 Chapter One: Introduction

In recent years, mobile learning has been growing as a significant research area encompassing educational technologies, mobile and wireless computing, and mobile Human-Computer Interaction. It is growing more and more in popularity with the advancement of mobile technologies and the widespread use of smartphones and tablet PCs and has been incorporated into many disciplines such as Science (Chu et al., 2010; de-Marcos et al., 2010; Jones et al., 2013), Computing (Hwang et al., 2010; Seraj and Wong, 2012), and Language Learning (Chen and Hsu, 2008; Guerrero et al., 2010) to name but a few. Research into mobile learning has evolved from a focus on primary and secondary education to include mobile learning in higher education (HE) in recent years. Researchers have been investigating various ways to enhance HE students’ learning experience, provide help to institutions in order to employ the new technologies (Kukulska-Hulme, 2012), understand students’ perspective (Marwan et al., 2013; Gikas and Grant, 2013; Khaddage and Knezek, 2013), and to investigate promoting higher order thinking skills through mobile learning (Norouzi et al., 2012; Cheong et al., 2012).

The idea for this research emerged from teachers of interaction design at the University of the West of England seeking more efficient and effective ways of exposing their students to real world environments, similar to those in which they will eventually be designing. Using the traditional model where students are sent out into real-world environments with a brief to be evaluative and analytical, without the presence of a teacher, can lead to a superficial and frustrating experience. This is especially true for students with beginning levels of analysis and limited critical thinking skills. It is not always possible for

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teachers to accompany students and, moreover, it might not be beneficial for students to have immediate input from teachers, but rather to have prompts to provoke the development of their own thinking.

This thesis is thus driven by the desire to explore and exploit the opportunities offered by current mobile devices to help enrich the learning experience of HE students learning in real world environments.

The following sections start with an overview of the contextual mobile learning model used in this thesis. This overview also describes the initial concept, motivation and scope of this research, aims, objectives and research questions. Finally, the thesis structure is outlined and publications are listed.

1.1 A contextual mobile learning model

This thesis investigates the structure of a blended learning model (Littlejohn and Pegler, 2007) using mobile technology for students in higher education. Within this model the purpose of the mobile application is to provide students with contextual information to support learning in-situ where the learning context and location are taken into consideration. This contextual information prompts the students to explore various aspects of the immediate environment, supporting their understanding of the context (Parsons et al., 2007).

The thesis also investigates the process of designing this mobile learning app within the blended learning model. It is envisaged that careful consideration of the design of the mobile learning application and the content provided can be beneficial for augmenting students’ learning. This is supported by the work of Cook et al. (2008) among others who say that targeted learning hints from the lecturer and the ability to provide the learner with a collaboration facility can

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‘…maintain a balance between effective support and intrusion’ and could bridge the gap between formal and informal learning (Cook et al., 2008, p.16-17).

The following figure shows the blended learning model developed in this research, of which the app is a part.

Figure 1 Blended learning model

The basis for developing the blended m-learning model was drawn from the lecturers’ experience and supported by the literature as follows:

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• Students struggling to analyse real world environments and develop new ideas could be provided with the appropriate guidance from a mobile application. This is supported by the work of Cook et al. (2008) mentioned above.

• Mobile learning applications can provide contextual information that could help students stay focussed on the purpose and outcome of the activity, rather than being distracted by the process (Ryu and Parsons, 2008). Thus, this maximises their benefit from the real world experience while still implicitly developing an understanding of the process.

• Sharing comments, ideas and perhaps stories if desired, may enable students to benefit from their peers’ knowledge and different perspectives as known in the collaborative learning theory (Naismith et al., 2004). Incorporating technology to support collaborative learning was successful in promoting sharing and collaboration as will be shown in examples of research discussed in chapter two.

These findings relating to the benefits of a blended m-learning model inform this research in formulating a framework to develop a mobile app to be integrated into traditional teaching. The research itself explores further the effectiveness of the approach within the context of different student cohorts. These were students enrolled in the following modules: Human-Computer Interaction, User Experience, Designing the User Experience and students enrolled in two Engineering courses: Civil Engineering and River and Costal Engineering.

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In order to provide the students with an enhanced and rich experience, this research is also interested in understanding the appropriate design, the usability and user experience issues for such mobile application. The initial situated learning activity was developed for undergraduates enrolled in the Human-Computer Interaction (HCI) module in the Department of Computer Science and Creative Technologies at the University of the West of England.

1.1.1 Scope of the study

This research contributes to the field of Human-Computer Interaction (HCI) and concerns the area of mobile learning and endeavours to improve learning

in-situ by providing contextual information to learners.

Figure 2 Interdisciplinary Scope of this research

As the figure above shows, the focus of thesis is at the intersection of the disciplines of mobile technology, design, and education. The challenges of designing and evaluating mobile applications for students in higher education are discussed in chapter three.

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The intention was to bring together understanding of mobile technology, usability, user experience and pedagogy to form a well-designed m-learning model, adopting an interdisciplinary perspective. Pedagogical and usability studies have helped determine the learning content and the design and functionality of the app.

1.1.2 Aims, Objectives and Research Questions

The aims of this research are to investigate, firstly, a blended learning model for students in higher education using mobile technology for situated learning, and secondly, the process of designing a mobile learning app within this blended learning model.

To achieve these aims the following objectives have been identified:

1. To construct and demonstrate a model for a pedagogical activity assisted by a mobile learning app to facilitate independent study, and reflection and critical thinking in a more structured manner.

2. To carry out and review a user-centred iterative design process for developing the mobile app.

3. To review the user experience and usability of the contextual mobile application prototype.

4. To review students’ perceptions of the pedagogical usability provided by the mobile application.

The research questions are:

1. How effective is mobile learning in providing students with the necessary guidance in a situated learning activity without the physical

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presence of a tutor/lecturer? Effectiveness will be considered in terms of improving ability for critical thinking and synthesis.

2. What are the pragmatic issues when deploying a mobile learning app in a blended learning environment?

3. What evaluation criteria and techniques can be used to evaluate such mobile learning apps?

1.2 Research Contributions

The outcome of this research lies in the novelty of the design and development of a contextual mobile learning model in HCI that can be applied to different disciplines. The model has been shown to be applicable to the teaching of the subjects of Human-Computer Interaction and User Experience. It has also been shown to be applicable to the teaching of Risk Assessment within Engineering, and theoretically, it can be applied to any discipline that requires its students to work in real world settings.

This research identifies and provides evidence of benefits of mobile learning: firstly, mobile learning can promote independent learning; secondly, that structured prompts delivered in-situ by means of an interactive app promotes critical thinking in understanding of context for design.

The research also presents further evidence regarding the benefits of contextual evaluations of mobile applications in discovering issues that tend to be missed in lab evaluations.

In addition, this research suggests guidelines for implementing a mobile application for situated learning activities in HE.

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• What makes contextual mobile apps effective in teaching HCI students how to assess context in design.

• Challenges associated with mobile learning application evaluation.

1.3 Thesis Structure

This thesis consists of eight chapters. The first three chapters review the literature in mobile learning and designing mobile learning apps. The next three chapters present the methodology and analysis of the results. The concluding chapter provides discussions and future work. Below is a brief overview of the content of each chapter.

Chapter Two presents the literature on mobile learning. It looks at the

motivation for implementing mobile learning, the use of mobile devices in education and the pedagogical theories related to this research.

Chapter Three discusses the challenges faced when implementing mobile

learning, reviews the design requirements for mobile learning and investigates the literature on the evaluation of mobile learning and on usability both in general, and specifically for mobile learning.

Chapter Four discusses the development of the contextual mobile learning

app (sLearn) produced for this research. The development proceeded in four phases, following the User-Centred Design Process (UCD). This chapter explains the methodologies and work done for the first two phases of the development cycle: the requirements and contextual inquiry and the theoretical framework development.

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Chapter Five discusses the last two phases of the development: the design

and prototyping of the sLearn mobile app and the evaluations and usability studies conducted as part of the iterative design approach.

Chapter Six explains the testing methodologies used in evaluating the

effectiveness of the framework. It explains in detail the methods used in all studies conducted as part of this thesis: the HCI, User Experience (UX), In-context evaluation, and Engineering.

Chapter Seven discusses the results and analysis of testing explained in

chapter six, it provides a categorised discussion of issues discovered from all the studies to answer the research questions, and delivers guidelines for implementing a mobile application for situated learning activities in HE.

Chapter Eight provides the conclusion, an evaluation of the research, a

statement of the research contribution and an identification of future work to be carried out.

1.4 Publications Journal:

A. Alnuaim A., Caleb-Solly, P. and Perry, C., (2014). Evaluating the effectiveness of a Mobile Location-based Intervention for Improving Human-Computer Interaction Students’ Understanding of Context for Design. International Journal of Mobile Human-Computer Interaction (IJMHCI). 6 (3), pp. 16-31.

Book:

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location-requirements analysis study. In: Sampson, D.G., Ifenthaler, D., Spector, J.M. and Isaias, P., eds. (2014) Digital Systems for Open Access to Formal and Informal Learning. Springer. ISBN 978-3-319-02263-5

Conference:

C. Alnuaim A., Caleb-Solly, P. and Perry, C., 2012. Location-Based Mobile Learning for Higher Education Students – Developing an Application to Support Critical Thinking. In the Proceedings of the 11th World Conference on Mobile and Contextual Learning (mLearn12). Helsinki, Finland, October 16-18.

D. Alnuaim A., Caleb-Solly, P. and Perry, C., 2012. A Mobile Location-Based Situated Learning Framework for Supporting Critical Thinking – A Requirements Analysis Study. In the Proceedings of the IADIS International Conference Cognition and Exploratory Learning in Digital Age (CELDA 2012). Madrid, Spain, October 19-21, p. 163-170.

E. Alnuaim A., Caleb-Solly, P. and Perry, C., 2014, Enhancing Student Learning of Human-Computer Interaction using a Contextual Mobile Application. [In Preparation]

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2 Chapter Two: Mobile Learning and Pedagogy

In the past two decades, education has been significantly affected by evolving technologies. Firstly Computer-based teaching and learning, then online and electronic learning (e-learning), and more recently mobile and ubiquitous learning (m- and u- learning). This has changed many activities undertaken by students and has enhanced their experience. Mobile learning is thought of in terms of the use of mobile device such as PDAs, smartphones, tablet PCs, and mobile phones. The mobility of these devices opened opportunities in education for both teachers and students/learners. It endorsed learning at anytime anywhere. Thus, it is not restricted to a particular physical space such as schools and universities. This motivated research on various activities that could be carried out with mobile devices in education to illustrate their benefits and observe their drawbacks.

In this chapter, a literature review of the current state of the art is surveyed. It starts with the debate on the digital natives, examines in greater detail various definitions of mobile learning, the motivation behind implementing it in education, and then considers pedagogical aspects of mobile learning.

2.1 Learners and Technology

Living in an era of advanced technologies, many engage with the new technologies available, leading to a new classification: Prensky (2001) has divided the population into ‘digital natives’ and ‘digital immigrants’. People born between 1980 and 1994 are immersed in technology in their everyday lives and are thus termed ‘digital natives’. However, those born prior to 1980 are ‘ digital immigrants’ who tend to have fewer previously learnt technological

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Another related term the ‘millennial’ (Howe & Strauss, 2000) identifies particularly those who socially interact with their peers, wish to be connected, and prefer collaborative learning (Raines, 2002; Oblinger & Oblinger, 2005). This generation of students interacts and connects through Facebook, Twitter, mobile phones, and emails. This has led to a debate on whether firstly the ‘digital native’ generation exists and secondly on how educational institutions might consider the potential of adapting learning technologies to this generation’s advantage (Bennett et al., 2008).

Nagler and Ebner (2009, p.7) found that ‘digital natives’ or the ‘net generation’

“…exists if we think in terms of basic communication tools like e-mail or

instant messaging. Writing an email, participating in different chat rooms or contributing to a discussion forum is part of a student’s everyday life”. Kennedy et al. (2008) noted, however, that being in the net generation does not mean being able to use technology deliberately to enhance the learning experience at university.

These studies and more all came to similar conclusions, that being in the ‘digital native’ generation does not explain the context and ways in which technologies are being employed. Thus, in order to understand how and why ‘digital natives’ use the technology, more investigation is required. A more recent study conducted by Margaryan et al. (2011) came to the same conclusions. Students still prefer the “conventional, passive and linear forms of learning and teaching” (p.439). While Margaryan et al. (2011) agree that students’ experience using some technologies may exceed that of their lecturers in terms of time spent and direct face to face engagement, they argue that their awareness of the usage of technologies in learning is

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restricted by their understanding of the “potential affordances and application of these tools and by their narrow expectations of learning in higher education. Students have limited understanding of what tools they could adopt and how to support their own learning” (p.439).

It is thus unwise to ask educational institutions to make a dramatic change in their teaching and learning methods relying on this generation’s daily use of technology. While some educational institutions may prefer to use traditional methods, others may need to make changes to accommodate new technologies. Bates et al. (2011) argue that implementing technology in teaching and learning is essential and educational institutions need to consider investing in technology.

According to Thomas (2005, p.1), “…pervasive learning is about using the technology that a learner has at hand to create relevant and meaningful learning situations, that a learner authors himself, in a location that the learner finds meaningful and relevant”. This suggests that technology has provided the learner with more opportunities for personalised and contextual learning. Such pervasive learning has influenced many researchers in educational technologies to further investigate m-learning. However, creating mobile learning applications should support and exploit students’ new ways of interacting and communicating. The next section discusses in detail the debate on the definition of mobile learning.

2.2 A Debate on Definition

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Traxler (2007), were eager to show that m-learning is not a reduced version of e-learning (Belshaw, 2011). According to Traxler (2007, p.14), mobile technologies change the settings for the learning and the delivery method. This can be defined as “just-in-time, just-enough, and just-for-me”.

According to Winters (2007) there are four perspectives in which research applies to mobile learning:

1- Technocentric: where technology is their main concern and mobile learning means using mobile devices in learning such as using mobile phones, PDAs, tablet PCs in learning. For example, Sharples’ et al. (2002) and Traxler’s (2005) emphasised at first the mobility of the device as offering the defining features of mobile learning. However, emphasis soon shifted from the mobility of the device to that of the learner, as shown in point 2 below.

2- Relationship to learning: mobile learning here is an extension to e-learning that uses mobile devices. Traxler (2005) commented on this perspective and that the technocentric/e-learning definitions aim to show that mobile learning is a portable version of e-learning, which emphasises the technical issues.

3- Challenging formal education: mobile learning is seen in relation to traditional learning, perceived by some as taking over traditional classroom learning. Quinn (2011) provides an example of this, defining mobile learning as not “…putting e-learning courses on a phone…” Rather he suggests that: “…you should not think about mLearning as delivery of courses. mLearning is about augmenting our learning—and our performance. This includes a role in

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formal learning and, occasionally can be the delivery mechanism for a full learning solution, but the real opportunity is augmenting learning and performance, not learning delivery” (Quinn, 2011, p.17). The idea that augmentation is fundamental to mobile learning was first argued by Metcalf (2006).

4- Learner-centred: this concentrates on the mobility of the individual learner, which takes advantage of the technologies. O’Malley et al. (2003, p.6) shifted their perception from the device to the leaner, defining it as “Any sort of learning that happens when the learner is not at a fixed, predetermined location, or learning that happens when the learner takes advantage of learning opportunities offered by mobile technologies” (O’Malley et al., 2003; Vavoula et al., 2004).

According to Belshaw (2011) the focus has shifted from the mobile technology to its use in aiding learning on the move. As, Woodill (2011, p.12) acknowledges that there is a shift in the perception of mobile learning, “Ten years ago, mobile learning was about displaying e-learning on a small screen”. He argues that it opens the horizon for learners to learn in ‘anywhere anytime’ manner and accessing information when needed. Walker (2007) emphasises that mobile learning is not only about the technology but also about the ability to learn in different contexts.

Other researchers attempt to provide a set of criteria to determine whether mobile learning is indeed mobile learning. For example, Lee and Lee (2008)

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claim that it must be situated, learner-driven and spontaneous, customised, connected, and flexible.

The above discussion of how m-learning is perceived, shows how its definition can dramatically gain new dimensions as the technology advances. In terms of Winter’s (2007) classification, this research might be considered as learner-centred, challenging formal education. Moreover, Lee and Lee’s (2008) criterion-based definition seems to be in line with the purpose of this research emphasizing a number of characteristics that shape mobile learning. Traxler’s definition argues that mobile learning can provide learners with the opportunity to participate in an augmented activity on the move. These characteristics were taken into consideration in developing the framework at the centre of this study discussed in 4.2.

2.3 Drivers Behind Mobile Learning

Many argue for the significance of mobile technologies in learning per se, while others argue that learners are motivated to use mobile technologies in learning for a number of factors discussed below (Jones et al., 2007).

According to Jones et al. (2007) and Jones et al. (2006) there are six motivating factors behind the use of mobile devices in learning: Control, ownership and appropriation, fun, communication, learning-in-context, and continuity between contexts.

Jones et al. (2006) argue that experienced mobile users will have a high level of motivation to use different settings of the device to acquire knowledge and extend their learning activities. In addition, using mobile devices motivates informal learning in which leaners might change tasks to suit different contexts (Jones et al., 2006). Furthermore, mobile learning can enhance and enrich the

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outdoor learning experience. According to Dillon et al. (2006, p. 107) research has shown that learning outdoors can help learners develop their knowledge and add meaningful and valuable experience if the activity was “…properly conceived, adequately planned, well taught and effectively followed up”.

Researchers, such as Kukulska-Hulme and Traxler (2005), Rogers et al. (2005), and Ryu and Parsons (2008), argue that the significance of mobile learning lies in the learner’s ability to be immersed in situations in which learning really arises.

Ryu and Parsons (2008) argue that mobile learning can successfully integrate with and aid student’s learning experience allowing students to benefit significantly from any contextual help provided. Kukulska-Hulme (2010) argues that mobile learning helps learners in fulfilling their personal needs. Learners are motivated by the very fact that they are using their own mobile devices.

Others encourage the use of mobile learning not only for the delivery of learning material, but also for the promotion of collaborative learning, administration of assessment, and supplementation of support and knowledge (Brown and Metcalf, 2008). Quinn (2011) defines four areas in which mobile devices can contribute to learning, Quinn’s four C’s of mobile learning are: capturing information, accessing content in the form of media, communicating with others, and the ability to compute responses.

Furthermore, Elias (2011) argues that mobile learning opens a number of opportunities to learners:

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• Although the cost is generally an issue for some, mobile devices can be cheaper than many desktops and laptops. However, accessing the network may still be problematic issue.

• The possibility of accessing and creating multimedia.

• The possibility of continuous learning support.

The factors discussed above which motivate the implementation of mobile learning all apply to this research, namely: the opportunities afforded for learning in context, communication and collaboration, accessing content in the form of media, continuous learning support, control, contextual help for students, and capturing information. Having identified benefits of mobile learning that are relevant to this study, the next section discusses the pedagogical theories in mobile learning related to research of this thesis.

2.4 Pedagogical Aspects in Mobile Learning

Taylor et al. (2006) claimed that many pedagogical theories failed to capture the distinctive character of mobile learning. This was due to the lack of expansion to accommodate learning outside the classroom environment, which is personally regulated and motivated. The concentration was on learning through a teacher in the classroom environment.

However, learning theories can be applied to mobile technologies to add a different dimension to the experiences. Naismith et al. (2004) looked at various learning theories in which mobile technologies could be used to create theoretical based mobile learning. They have identified six theories: Behaviourist, Constructive, Situated, lifelong and informal, collaborative, and learning and teaching support.

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Table 1 An Activity-based categorisation of mobile technologies and learning (Naismith et al., 2004)

Themes Key Theorist Activities

Behaviourist learning Skinner, Pavlov • Drill and feedback

• Classroom response systems

Constructive learning Piaget, Bruner, Papert Participatory simulations

Situated learning Lave, Brown Problem and

case-based learning Context awareness

Lifelong and informal learning

Vygotsky Mobile

computer-supported collaborative learning (MCSCL)

Collaborative learning Eraut Supporting intentional

and accidental learning episodes

Personal organisation

Learning and teaching support

N/A Support for

administrative duties (e.g. attendance)

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2.4.1 Situated learning

Lave and Wenger (1991) came up with the situated leaning paradigm, that the situation in which learning occurs has a great effect on learners. They argue that learning must not be abstract and out of context. Learning is situated and takes place in the context, activity, and culture in which it occurs as a “legitimate peripheral participation” process. However, Lave and Wenger (1991) emphasise social communication and interaction as being significant part of situated learning. Learning should be presented in an authentic setting supporting knowledge exchange between learners (Naismith et al., 2004). Other researchers support the idea of ‘apprenticeship’. Brown et al. (1989) suggest that teachers or instructors should create authentic contexts for students to learn. Moreover, Holzinger et al. (2005) describe situated learning as a blend of constructivistic and cognitivistic methods, where the situation plays a significant part in the learning construction process.

Defining the key characteristics of situated learning can differ between disciplines and technologies (Yusoff et al., 2010). When designing situated learning using the mix reality technology, Yusoff et al. (2010) outline three main elements: Authentic context, authentic activity/task, and users’ collaboration. Lunce (2006), in designing situated learning using simulation, defines four concepts: a specific context that impacts learning must be defined, peer-based interactions and collaboration between students must take place, knowledge is tacit, and tools must be used to accomplish real-time objectives.

Herrington et al. ’s (2000) elements for situated learning using multimedia and online learning are: Authentic contexts and activities, access to expert

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performances and the modeling of processes, multiple roles and perspectives, collaborative construction of knowledge, coaching and scaffolding, reflection to enable abstractions to be formed, articulation to enable tacit knowledge to be made explicit, and integrated authentic assessment.

While situated learning has several benefits, we should be aware of the limitations of the claims as discussed by Anderson et al. (1996) who note that pragmatic aspects such as students’ time constraints and logistics of scheduling activities can result in a division of labour, which can mean that not all students gain the same experience and benefit.

In summary there seems to be a general agreement that although the technologies differ, they all agree on the authenticity of both contexts, activities, and collaboration of learners as key principles of situated learning.

Situated learning has a number of strands in which mobile technologies can play an important role: Context- and location- aware learning, inquiry-based learning, and problem-based learning.

It is important that students are immersed in real-world situations in which they will be working, in order to maximise their learning and knowledge of the issues in the real world, helping to make them more proficient and innovative as designers.

2.4.2 Context-aware and location-based learning

Context-aware location-based computing has attracted researchers’ interest in the past decade. It aims to promote a flowing interaction between human

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surroundings of the user to provide an understanding of what is currently happening (Naismith et al., 2004). Abowd et al. (1999, p.3) have defined context, as “Context is any information that can be used to characterize the situation of an entity. An entity is a person, place, or object that is considered relevant to the interaction between a user and an application, including the user and applications themselves”. Besides, Brown et al. (2010, p.4) defines context as “…the formal or informal setting in which a situation occurs; it can include many aspects or dimensions, such as location, time (year/month/day), personal and social activity, resources, and goals and task structures of groups and individuals”. The above two definitions of context lead to the same understanding although the latter is clearer and gives a better understanding. Barkhuus and Dey (2003) define three levels of context-aware applications depending on the interactivity with the user.

1. Personalization: the user determines the way the application behaves in a particular situation.

2. Active context-aware: this is an application that changes the content independently, based of the sensor data.

3. Passive context-aware: the application presents the changed context, sensor data, to the user and lets him/her take control of the decision on the application behaviour.

The research into context-aware mobile learning is still growing with the growth of the technology. The advances in sensing technologies give us the ability to create more novel learning environments for learners. Novel systems can detect the learning behaviour of students in an authentic context and provide the appropriate learning activities and material (Chiou et al., 2010).

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Many studies have been conducted in this area while many context-aware systems have been developed in different areas. However, context-aware mobile learning has been the focus for museums and tours in providing information based on the person’s location (Park et al., 2007; Reynolds et al., 2010; Chiou et al., 2010; Costabile et al., 2008; Hsu and Liao, 2011).

Chu et al. (2010) developed a location-aware mobile learning system for a natural science course for primary students. The system uses RFID tags on plants as the sensing technology. This system guides students to a particular plant in order to ask questions and compare similar plants. They argue that the system promotes students’ interest in natural science and improves their learning and achievements. Since we are interested in location- and context- based mobile learning, Chu et al.’s (2010) findings seem to be interesting and provide an example of evaluation. However, results of studies designed as experiments that divides students into two groups, experiment and control groups, should be treated with caution. It should not be applied when the activity is being assessed due to the fact that students in the control group do not have the same opportunity as the experimental group. Thus, it is unfair that their work be assessed equally.

2.4.3 Inquiry-based learning and Problem based learning

In inquiry-based learning, students are given problems that are similar to real world problems to explore, observe, investigate and solve (Feletti, 1993; Shih et al., 2010). Inquiry-based learning is known for the social interaction between learners and their ownership and self-regulation of the learning (Lim, 2004). In Problem-based learning (PBL), students are challenged with

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ill-thinking skills (Boud and Feletti, 1997). Main characteristics of PBL are that: (1) students work in a collaborative group, (2) teachers are "facilitators" of learning, (3) the problems do not assess the skill; but help develop it, (4) the performance is assessed, (5) the problem is ill-defined; students gather data, observe the problem and find a solution (Stepian and Gallagher, 1993). Students are encouraged to identify what they already know, the area of knowledge they need to know, and plans on how to solve the problem (Naismith et al., 2004).

Since a real world situation is an important factor in both inquiry-based and PBL, mobile technologies can play an important role in giving students the support they need. Shih et al. (2010) developed a mobile learning activity to guide primary students’ learning in a historic site for a social science course. They claim that students’ achievements’ have risen by 10% and students were enthusiastic as 90.6% strongly agree that using the PDA as a guide is more interesting. Also, they claim that the system helped in lowering the cognitive load of students with low achievements but no significant change was shown with middle and high achieving students. However, Shih et al. (2010) believe that the system can be extended to other courses and other aspects of learning such as critical thinking. Many university courses require students to go investigate real world situations to obtain a better understanding of how things are in reality. These activities might demand evaluation and critical thinking. Therefore, it is interesting to investigate a mobile learning activity that promotes critical thinking in HE students. This gave the idea of investigating to what extent a situated learning activity

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assisted by a mobile device can trigger critical thinking and evaluation in HE students.

2.4.4 Collaborative learning

There was a move towards social and collaborative learning back in the early 90s most closely connected to Vygotsky’s (1980) socio-cultural psychology (O’Malley et al, 2003). Pask (1976) produced the conversation theory, in which learning happens when conversations occur between systems of knowledge. These systems could be humans or interactive technologies. In both theories, mobile technologies contribute effectively to promote collaboration and communication (Naismith et al., 2004). Social interaction and discussions with peers lead to group members changing their understanding or constructing new knowledge which results in improving the higher order thinking skills (HOTS) (Ma, 2009). Mobile learning, as a collaborative learning tool, has been under research to prove that it can enrich interactions between students. Much of the computer-supported collaborative (CSCL) learning can be applied to the mobile-supported collaborative learning (MSCL). With the fast emergence of smartphones and mobile applications, students can easily setup group chats and discussions, exchange images, videos and clips through many of the mobile applications in the market, all of which enhance collaborative learning. Many researchers have investigated the use of technology to enhance their students’ collaborative learning. Ma (2009) conducted a study to understand the effect of CSCL in fostering the high order thinking skills. It was concluded that there was a positive relation between quality of the social interaction and the development of HOTS.

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course for first year students to collaborate and learn from one another. They found that each student, on average, wrote 34 posts, where the most used feature was commenting. This shows that Facebook has provided a lively medium for students to communicate with each other and with the lecturer. Other researchers have come to the same conclusion, that using Web 2.0 tools encourages and fosters collaboration and sharing (Halic et al., 2010; PIFARRÉ at al., 2013; Leelathakul and Chaipah, 2013).

2.4.5 Lifelong and Informal learning

Informal learning is not a new term. It has been around for a while since Dewey described any learning that happens outside the school as ‘informal learning’ (Dewey, 1997). Informal learning could either happen intentionally or accidentally. This can occur intentionally, through prepared projects (Tough, 1971), or accidentally, through reading a paper, talking to someone, or even watching TV (Eraut, 2000). Studies have shown that most adults learning informally without recognising the process (Tough, 1971). However, the focus on informal learning and the discussions concerning it arose when e-learning came into context. Error! Reference source not found. gives examples of formal and informal learning with regards to planning a learning activity.

Table 2 Types of Formal and Informal Learning (So et al., 2008)

Out of Class Intended learning out of Class

Field trip to a museum which is part of the curriculum

Unintended learning out of Class

Using mobile phones to

capture photographs

and video clips of animal behaviors in a zoo and share them with friends, driven by self-interest

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In Class Intended learning in class Reading digital textbooks on a Tablet PC Unintended learning in class Teachable moments,

not planned by teachers

Intended Unintended

Rohs (2008) carried out a study on experts in the field of informal learning, learning, and higher education, to elicit criteria that helps to define informal e-learning.

According to Rohs (2008) an e-learning is defined informal if:

1. The learning environment is technological, non pedagogic, and situated.

2. The learning is self-motivated, self-regulated, and collaborative.

3. The learning has no time limit, it can occur in an anytime anywhere manner.

Cook et al. (2008) argue that informal learning can be linked to formal learning, they state that ‘…being part of a continuum or a multi-dimensional clustering of informal and formal learning activities rather than positioned in an either-or relationship’ (p.4). They suggest that mobile devices can bridge the gap between formal and informal learning.

Therefore, this research can be regarded as having elements from both formal and informal learning, which can be bridged via the use of the mobile smartphone.

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2.5 HCI Teaching

Human-computer Interaction studies the way people interact with computers in a particular context and evaluates the extent to which these computer-based systems are, or are not, designed for successful interaction (Benyon, 2010).

Students taking HCI modules usually learn about the role of the task and the context for which the interface will be used, the various interface design constraints and trade-offs and the way the human-computer interaction is affected, as well as the relationship between the interaction and the context of use. They are required to know the potential users of the systems and their goals in order to create a system that is effective, efficient, and intuitive. In addition, they learn about user-centred design methods that require the involvement of the user in the whole process of the system development cycle. This deep understanding of the needs and requirements of the users leads to iterative prototyping and evaluation (Strong et al., 1994). According to McDonagh and Thomas (2010) applying empathic design strategies when designing aids in developing a product that pleases the user. Thus, immersing students into real would environments to gather requirements could generate empathy and thus designing a product that related to the users’ needs.

To facilitate this, the PACT (People, Activities, Context, and Technology) framework is sometimes used to prompt students to consider specific categories in their analysis. The elements of the framework are described by Benyon (2010):

1. People: they differ physically, psychologically, and in terms of their knowledge of technology.

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2. Activities: they differ in terms of temporal aspects (response time, frequency of the activity, time pressure and peaks), cooperation, complexity, and safety-criticality.

3. Contexts: the different environments in which the activities take place encompass the organisational and social context and the physical environment.

4. Technologies: these should reflect the specific issues identified in considering the previous elements. Features include input, output, communication, and content.

However, it should be noted that teaching interaction design is a challenging task (Sas and Dix, 2007). Starting from the design process in providing the students with a specific problem and communicating the appropriate feedback (Sas and Dix, 2007). It is highly significant to bridge the gap between theory and practice (Churchill et al., 2013). Thus, immersing students into real world environment is a crucial part of HCI teaching as discussed earlier. Nevertheless, the challenge occurs in the providing students with the problem specification. It is significant that a balance between the level of detail and a room for exploration is achieved (Sas and Dix, 2007). This is a challenge that is acknowledged by the educators. According to Edwards et al. (2006) students studying HCI are usually computer science students who are in favor of clear right or wrong answers and tend to struggle handling less structured tasks which is the nature of HCI (Edwards et al., 2006; Sas and Dix, 2007). Hence educators are constantly trying to identify new approaches to teaching

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HCI through exploring the use of technologies in teaching as discussed below.

2.5.1 Uses of technology in HCI teaching

HCI lecturers have been using technology in teaching, or e-learning, for more than a decade. Whether they have used Virtual Learning Environments (VLEs) (Chalk, 2002; Debevc et al., 2008), Wiki-Webs (Brereton et al., 2003), blogging (MacColl et al., 2005), web lectures (Day and Foley, 2006), ePortfolios (Kabicher et al., 2008) or MOOCs (Dix, 2012; Klemmer, 2014). Wang and Karlström (2012) provided undergraduate Interaction Design (ID) students with iPads that have six productivity apps and six design apps preinstalled. It was intended to aid them in their learning activities. The researchers’ aim was to understand the affordances of tablets in the ID learning context. Students, in groups of four, were required to submit a graphic design task every week for the duration of four weeks. Wang and Karlström (2012) found that the iPad had promoted informal learning activities, daily activities such as sending emails, personal use, collaboration, and multimodal interaction. Above all, they argue that collecting data initiated by the student and interacting with the environment was more important than the usage of the context-aware technology. Although this study has shown positive results in using iPads for ID students, some students were concerned about theft and felt uncomfortable taking the iPads in public places such as the subway. This could be an issue when it comes to deploying iPads to aid students’ learning outside the classroom. Not all students own a tablet and borrowing a tablet from the university to be used in public places may put extra pressure on students having to worry about keeping it safe.

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As mentioned earlier, previous research into the use of mobile devices and apps have focused on in-class learning. Hence, exploring the effectiveness of mobile location-based apps in aiding students’ understanding of context for design is at the centre of this thesis.

2.6 Critical Thinking and Reflection

Many teachers and lecturers are keen to improve critical thinking skills of their students rather than putting all their effort into delivering content only. However, some promote these skills through teaching the content while others do it explicitly (Fisher, 2001).

2.6.1 Definition

The question that arises now is, what is critical thinking? There are several definitions for critical thinking; some of which are from they early days of Dewey (1933). However, Dewey did refer to his definition as a definition of ‘reflection’, and this will be discussed in a later section.

A popular definition that has been used widely is by Robert Ennis; he stated that critical thinking is "…reasonable, reflective thinking that is focused on deciding what to believe or what to do" (Ennis, 1993, p.180).

Another definition was by Scriven and Paul (1987); they defined it in more detail as "…the intellectually disciplined process of actively and skillfully conceptualizing, applying, analyzing, synthesizing, and/or evaluating information gathered from, or generated by, observation, experience, reflection, reasoning, or communication, as a guide to belief and action". This

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definition shows a clear relation to Bloom’s taxonomy, as it relates critical thinking to the three upper levels of the taxonomy: analysis, synthesis, and evaluation(Duron et al., 2006).

The two definitions above agree that a decision and an action need to be made. This shows that critical thinking leads to decision making.

2.6.2 Critical thinking skills

According to Fisher (2001, p.8) there are a number of skills that create critical thinking. To become a critical thinker a person must learn to:

• “Identify elements in a reasoned case, especially reasons and conclusions.

• Identify and evaluate assumptions.

• Clarify and interpret expressions and ideas.

• Judge the acceptability and credibility of claims. • Evaluate different arguments.

• Analyse, evaluate, and produce explanations.

• Analyse, evaluate, and make decisions. • Draw inferences.

• Produce arguments.”

2.6.3 Reflection

Reflection is an every day activity done by people either consciously or subconsciously. According to Moon (2001) people normally reflect on something in order to have a better understanding of it, and usually there is a purpose for this reflection.

References

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